/*
 * This file is part of aion-engine <aion-engine.com>
 *
 * aion-engine is private software: you can redistribute it and or modify
 * it under the terms of the GNU Lesser Public License as published by
 * the Private Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * aion-engine is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU Lesser Public License for more details.
 *
 * You should have received a copy of the GNU Lesser Public License
 * along with aion-engine.  If not, see <http://www.gnu.org/licenses/>.
 */
package com.aionengine.gameserver.skillengine.effect;

import com.aionengine.gameserver.model.gameobjects.player.Player;
import com.aionengine.gameserver.skillengine.model.Effect;
import com.aionengine.gameserver.utils.ThreadPoolManager;

import javax.xml.bind.annotation.XmlAttribute;


/**
 * @author kecimis
 */
public class DelayedFpAtkInstantEffect extends EffectTemplate {

    @XmlAttribute
    protected int delay;
    @XmlAttribute
    protected boolean percent;


    @Override
    public void calculate(Effect effect) {
        // Only players have FP
        if (effect.getEffected() instanceof Player)
            super.calculate(effect, null, null);
    }

    @Override
    public void applyEffect(final Effect effect) {
        ThreadPoolManager.getInstance().schedule(new Runnable() {

            @Override
            public void run() {
                if (effect.getEffector().isEnemy(effect.getEffected()))
                    calculateAndApplyDamage(effect);
            }
        }, delay);
    }

    private void calculateAndApplyDamage(Effect effect) {
        if (!(effect.getEffected() instanceof Player))
            return;

        int valueWithDelta = value + delta * effect.getSkillLevel();
        Player player = (Player) effect.getEffected();
        int maxFP = player.getLifeStats().getMaxFp();

        int newValue = valueWithDelta;
        // Support for values in percentage
        if (percent)
            newValue = (int) ((maxFP * valueWithDelta) / 100);

        player.getLifeStats().reduceFp(newValue);
    }

}
